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mm/Lua/cheat menu.lua

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Lua
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require = require "depend"
require "boilerplate"
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require "addrs.init"
require "classes"
require "menu classes"
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require "messages"
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require "flag manager"
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-- TODO: make OoT versions for most of these menus
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dummy = Callbacks()
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function Setter(t)
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local cb = Callbacks()
function cb:on()
for addr, value in pairs(t) do
addr(value)
end
end
cb.hold = cb.on
return cb
end
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local passives = {}
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Passive = Class(Callbacks)
function Passive:init(...)
Callbacks.init(self, ...)
table.insert(passives, self)
end
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function Passive:tick()
if self.state then self:tick_on() end
end
function Passive:tick_on()
end
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local levitate = Passive()
function levitate:tick_on()
if bit.band(addrs.buttons(), 0x20) > 0 then
self:hold()
end
end
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function levitate:hold()
addrs.link_actor.y_vel(10)
end
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local supersonic = Passive()
function supersonic:tick_on()
if bit.band(addrs.buttons(), 0x8000) > 0 then
self:hold()
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end
end
function supersonic:hold()
addrs.link_actor.lin_vel(20)
end
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local infinite_items = Passive()
function infinite_items:tick_on()
for k, v in pairs(addrs.quantities) do
v(69)
end
end
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local everything = Callbacks()
function everything:on()
dofile("oneshot.lua")
end
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local escape_cutscene = Callbacks()
function escape_cutscene:on()
addrs.cutscene_status_2(3)
end
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local soft_reset = Callbacks()
function soft_reset:on()
addrs.warp_begin(0x14)
addrs.warp_destination(0x1C00)
AL(0x3F48, 2)(0xFFFA) -- doesn't quite work
end
local pos = {}
local save_pos = Callbacks()
function save_pos:on()
local la = addrs.link_actor
pos.x = la.x()
pos.y = la.y()
pos.z = la.z()
pos.a = la.angle()
-- also save ISG for glitch testers ;)
pos.isg = la.sword_active()
end
local load_pos = Callbacks()
function load_pos:on()
local la = addrs.link_actor
la.x(pos.x)
la.y(pos.y)
la.z(pos.z)
-- also set xyz copies so collision detection doesn't interfere
la.x_copy(pos.x)
la.y_copy(pos.y)
la.z_copy(pos.z)
la.angle(pos.a)
la.sword_active(pos.isg)
end
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reload_scene = Callbacks()
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function reload_scene:on()
local ev = addrs.exit_value()
addrs.warp_begin(0x14)
addrs.warp_destination(ev)
end
local saved_scene = nil
local save_scene = Callbacks()
function save_scene:on()
saved_scene = addrs.exit_value()
end
local load_scene = Callbacks()
function load_scene:on()
if saved_scene == nil then return end
addrs.warp_begin(0x14)
addrs.warp_destination(saved_scene)
end
local time_menu = Menu{
Screen{
Text("Day/Time Menu #1/1"),
Oneshot("Set Day to 0", Setter{[addrs.day]=0, [addrs.days_elapsed]=0}),
Oneshot("Set Day to 1", Setter{[addrs.day]=1, [addrs.days_elapsed]=1}),
Oneshot("Set Day to 2", Setter{[addrs.day]=2, [addrs.days_elapsed]=2}),
Oneshot("Set Day to 3", Setter{[addrs.day]=3, [addrs.days_elapsed]=3}),
Oneshot("Set Day to 4", Setter{[addrs.day]=4, [addrs.days_elapsed]=4}),
Oneshot("Set Time to 06:00", Setter{[addrs.time]=0x4000}),
Oneshot("Set Time to 12:00", Setter{[addrs.time]=0x8000}),
Oneshot("Set Time to 18:00", Setter{[addrs.time]=0xC000}),
Oneshot("Set Time to 00:00", Setter{[addrs.time]=0x0000}),
Text(""),
Oneshot("Time flow: Fast", Setter{[addrs.time_speed]=2}),
Oneshot("Time flow: Normal", Setter{[addrs.time_speed]=0}),
Oneshot("Time flow: Slow (iSoT)", Setter{[addrs.time_speed]=-2}),
Oneshot("Time flow: Stopped", Setter{[addrs.time_speed]=-3}),
Oneshot("Time flow: Backwards", Setter{[addrs.time_speed]=-5}),
-- TODO: make version-agnostic
Oneshot("Disable time flow (Scene)", Setter{[A(0x382502, 2)]=0}),
--Oneshot("Stop time glitch", stop_time),
Text(""),
Back(),
},
}
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local warp_menu = require "menus.warp"
local progress_menu = require "menus.progress"
local playas_menu = require "menus.playas"
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local main_menu = Menu{
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-- TODO: seperator item that's just a few underscores with half height
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Screen{
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Text("Main Menu #1/2"),
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--Toggle("L to Levitate", levitate),
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Toggle("A to Run Fast", supersonic),
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Hold("Levitate", levitate),
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Toggle("Infinite Items", infinite_items),
Text(""),
Oneshot("100% Items", everything),
LinkTo("Set Progress...", progress_menu),
Text(""),
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Oneshot("Escape Cutscene", escape_cutscene),
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Text(""),
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LinkTo("Play as...", playas_menu),
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Oneshot("Kill Link", Setter{[addrs.hearts]=0}),
Text(""),
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Back(),
},
Screen{
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Text("Main Menu #2/2"),
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LinkTo("Warp to...", warp_menu),
LinkTo("Set Day/Time...", time_menu),
Text(""),
--Flags("some flags"),
Oneshot("Store Position", save_pos),
Oneshot("Restore Position", load_pos),
Text(""),
Oneshot("Reload Scene", reload_scene),
Oneshot("Store Scene", save_scene),
Oneshot("Restore Scene", load_scene),
-- TODO: can probably save/load position+scene using void out mechanics
Text(""),
Oneshot("Soft Reset (Warp to Title)", soft_reset),
Text(""),
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Back(),
},
}
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local input = InputHandler{
enter = "P1 L",
up = "P1 DPad U",
down = "P1 DPad D",
left = "P1 DPad L",
right = "P1 DPad R",
}
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local handle = MenuHandler(main_menu, T_TL)
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while mm or oot do
local ctrl, pressed = input:update()
handle:update(ctrl, pressed)
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for i, passive in ipairs(passives) do
passive:tick()
end
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emu.frameadvance()
end